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knockback


Dougs

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Hardest to play, but most rewarding, imo, yes, you have to keybind alot of your abilities an mash em like a crank addict when the time is right, but get it down right, an you will shred through things like a runaway gas powered saw in a toilet paper factory. (until you get to end game, by then your saw blades are dull and rubbery)
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QQ no knockback srsly guys you have LEAP! Knockbacks really shouldnt be such a problem.

 

Then you have never played one to any lvl after the initaial leap and you get knocked back knocked down stunned ccd slowed and the other players are just kiting you till death..

 

Yea its a broken class

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QQ no knockback srsly guys you have LEAP! Knockbacks really shouldnt be such a problem.

 

The juggernaut have both aswell as a second leap on friendly target and a third leap in 1.1 after force push. does it make them overpowered?

Edited by mastersloup
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Simplest solution is to give marauders what juggs have after a force leap, immunity to CC for 2 seconds.

 

OR, give us another 30 rage cost buff like predation, bloodthirst, etc, that gives us total immunity to CC for 5-7 seconds. Description and lore says marauders are the unstoppable force, so why not?

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Simplest solution is to give marauders what juggs have after a force leap, immunity to CC for 2 seconds.

 

OR, give us another 30 rage cost buff like predation, bloodthirst, etc, that gives us total immunity to CC for 5-7 seconds. Description and lore says marauders are the unstoppable force, so why not?

 

it's 4 second

 

The marauder need this and porce push/porce pull

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Simplest solution is to give marauders what juggs have after a force leap, immunity to CC for 2 seconds.

 

OR, give us another 30 rage cost buff like predation, bloodthirst, etc, that gives us total immunity to CC for 5-7 seconds. Description and lore says marauders are the unstoppable force, so why not?

 

NVM, read your post wrong.

Edited by jellOfish
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